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Spells
Player’s Handbook
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll
1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.
1d10
Behavior for the Turn
1
The target doesn’t take an action, and it
Monsters
Monster Manual
hag’s next turn. The target can’t take Reactions until the curse ends.
Spellcasting. The hag casts one of the following spells, requiring no Material components and using Charisma as the
, it also casts Confusion centered on itself. The spell uses the creature’s spellcasting ability and doesn’t require Concentration.
If the arch-hag is destroyed or moves its lair elsewhere
Monsters
Spelljammer: Adventures in Space
Unusual Nature. The scavver doesn’t require air.Swallowing Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Swallowing Bite"} to hit, reach 5 ft., one
umber. It takes them days to digest a meal, during which time they attack only in self-defense.
A brown scavver likes to swallow its prey whole. The creature’s stomach is filled with poisonous
Monsters
Spelljammer: Adventures in Space
Unusual Nature. The scavver doesn’t require air.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit (with advantage if the target is a
—brown and gray—rarely rise above the level of nuisances. The larger varieties are more formidable, in part because they often don’t wait for their meals to come to them.
A scavver
Monsters
Spelljammer: Adventures in Space
Unusual Nature. The scavver doesn’t require air.Bite. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Bite"} to hit (with advantage if the target is a
refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray&mdash
Backgrounds
Spelljammer: Adventures in Space
to adapt to zero gravity. Being weightless doesn’t give you disadvantage on any of your melee attack rolls (see “Weightlessness” below).
WEIGHTLESSNESS
In any location where
gravity isn’t present, the following rules apply:
Impeded Melee. When making a melee attack with a weapon, a creature that doesn’t have a flying or swimming speed (either naturally or
Monsters
The Book of Many Things
the first Deck of Many Things. She doesn’t know why this is but surmises her life is tied to that deck; so long as it continues to exist, so will she. She has no way to prove this hypothesis
doesn’t function if Asteria has the incapacitated condition.
Legendary Resistance (3/Day). If Asteria fails a saving throw, she can choose to succeed instead.
Special Equipment. Asteria wears
Magic Items
Bigby Presents: Glory of the Giants
thunder instead of piercing, and it doesn’t have the loading property.
Invoking the Rune. As a bonus action, you can invoke the weapon’s rune to launch a ball of energy to a point you can see
saving throw. On a failed save, a creature takes 3d6 thunder damage, and it can’t take reactions until the end of your next turn. On a successful save, a creature takes half as much damage only.
Once the rune has been invoked, it can’t be invoked again until the next dawn.
Monsters
Waterdeep: Dungeon of the Mad Mage
minute, the target can’t take reactions and must roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Euphoria Breath"} at the start of each of its turns to determine its behavior during
the turn:
1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
Monsters
Keys from the Golden Vault
Antimagic Susceptibility. In an area of antimagic, Prisoner 13’s tattoos and reactions don’t function, and she suffers the following modifications to her statistics: her AC becomes 13
hand, and down the length of each finger. The runes on her fingers, known as the keystone tattoo, form the key to the vault in Gauntlgrym.
Mountain. Silver and brown mountain peaks cover her chest
Monsters
Spelljammer: Adventures in Space
Unusual Nature. The scavver doesn’t require air.Swallowing Bite. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Swallowing Bite"} to hit, reach 10 ft., one
of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray—rarely rise above the level of nuisances. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the neogi’s darkvision.
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can
"} necrotic damage, and the target can’t take reactions until the end of the neogi’s next turn, as a spectral tentacle clings to the target.
Spellcasting. The neogi casts one of the following
Faerie Dragon (Older)
Legacy
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Monsters
Monster Manual (2014)
;The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must
action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving
Monsters
Icewind Dale: Rime of the Frostmaiden
points and doesn’t regenerate.
If buried in the ground under a foot or more of earth, the heart melts away and summons a blizzard like that created by the control weather spell. It takes 10
patch of brown mold (see the Dungeon Master’s Guide). This effect lasts until the heart is destroyed.
A creature proficient with alchemist's supplies can squeeze enough residual fluid out of the
Faerie Dragon (Younger)
Legacy
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Monsters
Monster Manual (2014)
saving throw, or for 1 minute, the target can’t take reactions and must roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Euphoria Breath"} at the start of each of its turns to
determine its behavior during the turn:
1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the
Spells
Xanathar's Guide to Everything
throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns
pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6
Monsters
Van Richten’s Guide to Ravenloft
Headless Summoning (Recharges after a Short or Long Rest). If the dullahan is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it regains 97 hit points. In addition, it
the dullahan after it uses Headless Summoning.
Legendary Resistance (2/Day). If the dullahan fails a saving throw, it can choose to succeed instead.
Unusual Nature. The dullahan doesn’t require
Equipment
spell created by Ivana the next time they sleep. This poison is nonmagical, and Ivana doesn’t directly communicate with those affected during the dream. Rather, she creates the illusion of
speaking with her intended target by alchemically crafting her message, predicting her target’s reactions, and chemically encoding in her responses. She wears this poison as a perfume or hides it
Monsters
Princes of the Apocalypse
another creature takes an action to douse the flames. On a successful save, the target takes half as much damage and doesn’t catch fire.Imix’s Lair
Imix’s home is a fiery inverted pyramid
location. At first, effects are minor — grass turns brown, animals become listless, work and travel become very tiring. The longer Imix remains, the worse the heat becomes; after 5 days, crops
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms themselves are all
can use their reactions to move up to their speed and make one weapon attack.
Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her
Monsters
Spelljammer: Adventures in Space
Devil’s Sight. Magical darkness doesn’t impede the neogi’s darkvision.
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can
neogi’s commands and can’t take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms are interconnected by bridges of shelf fungus, and
;t take the same lair action two rounds in a row:
Rally Plants. Up to four Plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed
Monsters
Infernal Machine Rebuild
its actions, reactions, and movement.
Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of the ettin’s next
turn. The ettin doesn’t need to concentrate on the spell.
This ettin is thoroughly deranged, with Thessalar cruelly humoring the creature’s condition in his “honored” treatment
Species
Mordenkainen Presents: Monsters of the Multiverse
taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles.
Creating Your Character
spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a
Monsters
Fizban's Treasury of Dragons
. The shard doesn’t require air, food, drink, or sleep.Multiattack. The shard makes two Telekinetic Rend attacks.
Telekinetic Rend. Melee or Ranged Spell Attack: +12;{"diceNotation":"1d20+12
. In this vessel, a draconic shard continues to pursue the interests and struggles that drove the dragon, perhaps even accompanying adventurers in the guise of an intelligent magic item and steering
Monsters
The Wild Beyond the Witchlight
Charisma saving throw. On a failed saving throw, the creature can’t take reactions until the start of its next turn, and it rolls a d4;{"diceNotation":"d4", "rollType":"roll", "rollAction
throw, it can choose to succeed instead.
Regeneration. The jabberwock regains 10 hit points at the start of its turn. If the jabberwock takes slashing damage, this trait doesn’t function at the
Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
hold and controls their actions. In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn’t think, “I’m scared.&rdquo
emotion and empathy. The same label serves as an apt depiction of lizardfolk.
Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don’t mourn fallen comrades or
Tiefling
Legacy
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Species
Basic Rules (2014)
. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red
tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. The reality is that a tiefling’s bloodline doesn’t affect their personality. They are gifted with magic from the infernal realms but chart their own course in life.
Species
Mordenkainen Presents: Monsters of the Multiverse
ages passed, githzerai explorers ranged out to other planes and worlds of the multiverse.
Githzerai are generally slender, with speckled skin in shades of yellow, green, or brown. Eons of cultivating
, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t
Demogorgon
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Monsters
Out of the Abyss
. Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon’s next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this
the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon’s next turn. Demogorgon doesn’t need to concentrate on the spell.Demogorgon can take 2
Monsters
Icewind Dale: Rime of the Frostmaiden
away. Auril instantly reappears in her Auril (Second Form);second form, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesn’t change.
Innate
against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food, drink, or sleep.Multiattack. Auril attacks twice with her talons.
Talons. Melee Weapon Attack: +7
Monsters
Quests from the Infinite Staircase
fire damage, this trait doesn’t function at the start of Zargon’s next turn. Zargon dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Shrouded Being. Zargon
cleansing waterfall on one of the Upper Planes for 101 days. While the horn is submerged in this way, Zargon doesn’t re-form, and the horn slowly dissolves, sending corrupting slime downriver that
Monsters
Guildmasters’ Guide to Ravnica
saving throw or bow until the end of its next turn. Until this bow ends, the target can’t take actions or reactions, and its speed is 0 and can’t be increased.
Indentured Spirits (Costs 3
Orzhov oligarchs, and his many centuries as a spirit have not diminished his hunger for more wealth.
Undead Nature. An Obzedat ghost doesn’t require air, food, drink, or sleep.
The Ghost
Monsters
The Book of Many Things
damage, and the target can’t take reactions until the end of Malaxxix’s next turn. Hit or Miss: The hammer then magically returns to Malaxxix’s hand.
Whip. Melee Weapon Attack: +12
time and only at the end of another creature’s turn. Malaxxix regains spent legendary actions at the start of its turn.
Fiendish Stride. Malaxxix moves up to its speed. This movement doesn
Monsters
Locathah Rising
watery embrace. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more
), and doesn’t require Gar to maintain concentration. Gar Shatterkeel and any creatures he designates are immune to this effect.
Up to five corpses that Gar can see within 60 feet rise up as drowned blade;drowned blades and attack anyone Gar directs them to on his turn.
Cold






