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Spells
Player’s Handbook
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
type until the spell ends.
Actions
Multiattack. The spirit makes a number of Rend attacks equal to half the spell’s level (round down), and it uses Breath Weapon.
Rend. Melee Attack Roll
Magic Items
Dungeon Master’s Guide
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
The Moonblade has the properties of a Ring of Spell Storing.
100
You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one
Magic Items
Forgotten Realms: Heroes of Faerûn
and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue
, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger
Magic Items
Princes of the Apocalypse
, you don’t need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn’t give you the benefit of exhaling the breath.
This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it.
If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath
Classes
Tasha’s Cauldron of Everything
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
Red Dragon Wyrmling
Legacy
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Monsters
Basic Rules (2014)
","rollAction":"Bite","rollDamageType":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Bite","rollDamageType":"fire"} fire damage.
Fire Breath (Recharge 5–6
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fire Breath"}. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6
Monsters
Strixhaven: A Curriculum of Chaos
. When these plants die, they decay and become the ideal habitat for fungi. The older a trudge is, the wilder and more varied are the plants and fungi that thrive in the tiny ecosystem on its back.
While
sometimes ill-tempered and territorial, brackish trudges are usually content to mind their own business. When trudges are roused to defend themselves or drive off rivals, their punishing tusks laced
Magic Items
Fizban's Treasury of Dragons
radiant damage to chromatic dragons.
Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don’t speak a command word, it disappears after 1 minute.
effects:
Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points.
Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a
Young Red Dragon
Legacy
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Monsters
Basic Rules (2014)
","rollAction":"Fire Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns
: 13 (2d6 + 6);{"diceNotation":"2d6+6","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
Spells
Fizban's Treasury of Dragons
creature successfully hides from you.
Breath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each
creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.
Magic Items
Fizban's Treasury of Dragons
The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack
roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or
Troglodyte
Legacy
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Monsters
Monster Manual (2014)
relying on constant raids and hunting to survive. They take sadistic pleasure in hunting intelligent creatures weaker than themselves and show no mercy toward those they capture and drag back to their
in the Abyss. Laogzed offers the troglodytes nothing in return except aspiration, for it is the dream of his troglodyte worshipers to become as well-fed and wearily content as he seems to be.
Monsters
Fizban's Treasury of Dragons
3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"psychic"} psychic damage.
Disorienting Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 15-foot cone. Each creature in that area must make a DC 12 Intelligence saving throw. On a failed save, the
Monsters
Spelljammer: Adventures in Space
.
Hold Breath. The plasmoid can hold its breath for 1 hour.Multiattack. The plasmoid makes two Pseudopod attacks. It can replace one of those attacks with a Javelin attack.
Pseudopod. Melee Weapon
for locomotion as well as for manipulating objects.
Every plasmoid has a mass of nerves for a brain. Plasmoids don’t have internal organs as humans know them, but they have pores through which
Classes
Tasha’s Cauldron of Everything
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
Equipment
Wasp Ship;Wasp ships are lightweight wooden vessels capable of landing safely on the ground, but not on water. They appeal to adventurers because they’re affordable and don’t require a
ship’s raised back provides high ground for a weapon emplacement, which is typically equipped with a ballista.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the remains back to a semblance of life in the form of a gnoll witherling.
Witherlings travel with their comrades and try to kill anything in their path. They don’t eat and aren’t motivated
Ranger
Legacy
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Classes
Basic Rules (2014)
of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the
wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales. Holding his hand high, a half-elf
Monsters
Tomb of Annihilation
7th level (1 slot): fire storm
Dragon Wings. As a bonus action on his turn, Zindar can sprout a pair of dragon wings from his back, gaining a flying speed of 30 feet until he dismisses them as a
":"bludgeoning"} bludgeoning damage when used with two hands.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath Weapon"}. Zindar uses one of the following
Monsters
Spelljammer: Adventures in Space
. While most other scavvers are content to feed on kitchen scraps, a void scavver goes after the cook.
A void scavver can emit an invisible ray from its eye that causes its target to feel fear even
larger varieties are more formidable, in part because they often don’t wait for their meals to come to them.
A scavver has a single large eye in the leading edge of its head. This eye glows
Magic Items
Acquisitions Incorporated
, organic, locally sourced woven fibers
Fighter
A thick, battle-scarred iron lockbox
Paladin
A metal case with fine engraving and scrollwork
Ranger
A fur-lined bindle
Rogue
A
transfer any amount of your franchise funds back to your satchel with a successful DC 15 Dexterity (Sleight of Hand) check.
Secret Satchel
As a rank 3 hoardsperson, your living loot satchel gets an
Magic Items
Guildmasters’ Guide to Ravnica
successful one. Afterward, you can use an action to cause the weapon to reappear in your empty hand. You can’t cause it to explode again until you finish a short or long rest.
If you don’t
call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed.
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Hold Breath. The hunter can hold its breath for up to 10 minutes.
Pack Tactics. The hunter has advantage on an attack roll against a creature if at least one of the hunter’s allies is within 5
monstrous creatures that live in the frozen wastes, thanoi are adept hunters. In addition to their tusks, they use harpoons on long ropes that they can quickly reel back. Groups of thanoi hunters work
Monsters
Storm King's Thunder
Miros is a retired carnival attraction, dubbed “the Yeti” because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers
: “Make fun of me all you like, but don’t speak ill of my inn or my employees!”
Flaw: “When something upsets me, I have a tendency to fly into a rage.”
Monsters
Fizban's Treasury of Dragons
for long and soon collapses into an amorphous heap. Similarly, it tries to manifest a breath weapon but manages only to spew forth part of its own body that it then reels back in.Acid, Cold, Fire, Lightning, Poison
make an ability check.Multiattack. The ooze makes two Pseudopod attacks. The ooze can replace one Pseudopod attack with its Slime Breath, if available.
Pseudopod. Melee Weapon Attack: +7;{"diceNotation
Monsters
Spelljammer: Adventures in Space
"} bludgeoning damage.
Acid Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Acid Breath"}. The braxat exhales a 15-foot cone of acid. Each creature in the cone must make a DC 18
Constitution saving throw, taking 26 (4d12);{"diceNotation":"4d12","rollType":"damage","rollAction":"Acid Breath","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a
Monsters
Spelljammer: Adventures in Space
.
Hold Breath. The plasmoid can hold its breath for 1 hour.Multiattack. The plasmoid makes three Pseudopod attacks.
Pseudopod. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit
nerves for a brain. Plasmoids don’t have internal organs as humans know them, but they have pores through which they absorb oxygen. Up to four times in its life, a plasmoid can reproduce by joining
Monsters
Spelljammer: Adventures in Space
.
Hold Breath. The plasmoid can hold its breath for 1 hour.Multiattack. The plasmoid makes three Pseudopod attacks. It can replace one of those attacks with a Spear or Pistol attack.
Pseudopod. Melee
well as for manipulating objects.
Every plasmoid has a mass of nerves for a brain. Plasmoids don’t have internal organs as humans know them, but they have pores through which they absorb oxygen
Ancient Bronze Dragon
Legacy
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Monsters
Basic Rules (2014)
throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
","rollAction":"Breath Weapons"}. The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line
Ancient Gold Dragon
Legacy
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Monsters
Basic Rules (2014)
saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType
":"recharge","rollAction":"Breath Weapons"}. The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"slashing"} slashing damage.
Disorienting Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of
", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"force"} force damage.
Singularity Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Singularity Breath"}. The dragon creates a shining bead of
":"5d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save
Monsters
Storm King's Thunder
: “I’ll protect this beautiful world from the ravages of evil with my dying breath.”
Flaw: “I don’t care if my words hurt others’ feelings.”Lightning, ThunderCold
Monsters
Dragonlance: Shadow of the Dragon Queen
":"damage", "rollAction":"Energy Ray", "rollDamageType":"force"} force damage.
Noxious Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Noxious Breath"}. The draconian
", "rollAction":"Noxious Breath", "rollDamageType":"poison"} poison damage and gains 1 level of exhaustion. On a successful save, the creature takes half as much damage, doesn’t gain exhaustion
Monsters
Candlekeep Mysteries
that distance appear transparent and don’t prevent light from passing through them. This vision can penetrate 5 feet of stone, 3 inches of common metal, and up to 10 feet of wood or dirt. Thicker
(9d6 + 3);{"diceNotation":"9d6+3","rollType":"damage","rollAction":"Bite","rollDamageType":"force"} force damage.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction






