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Spells
Player’s Handbook
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
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
Monsters
Monster Manual
: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 2 (1d4);{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the
"}, reach 5 ft. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType
Monsters
Monster Manual
", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.Fire
Amphibious. The dragon can breathe air and water.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Weakening Breath.
Rend. Melee Attack Roll: +10
Monsters
Monster Manual
Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition.
Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC
":"Claw", "rollDamageType":"Slashing"} Slashing damage plus 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Fire"} Fire damage.
Steam Breath (Recharge 6
Monsters
Monster Manual
Fear of Fire. If the yeti takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.Multiattack. The yeti can use its Chilling Gaze and makes two
’s Chilling Gaze for 1 hour.
Cold Breath (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 18, each creature in a 30-foot Cone
Monsters
Monster Manual
use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft
":"Rend", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 22, each creature in an
Monsters
Monster Manual
use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft
":"Rend", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 18, each creature in an
Monsters
Monster Manual
", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath.
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14
Monsters
Monster Manual
and subtracts 5 (1d10);{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on
three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath.
Rend. Melee Attack Roll: +17;{"diceNotation":"1d20+17
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws.
Luck. If the weapon is on your person
, you can call on its luck (no action required) to reroll one failed D20 Test if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be
Magic Items
Dungeon Master’s Guide
Elemental Plane of Air. Every Ring of Elemental Command has the following two properties:
Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have
Disadvantage on attack rolls against you.
Elemental Compulsion. While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes
Magic Items
Dungeon Master’s Guide
.
Magic Weapon. You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20 and deals an extra 2d10 Slashing damage to Undead
detrimental property
Spells. While the sword is on your person, you can cast the following spells (save DC 18) from it:
Call Lightning
Divine Word
Finger of Death
Once you use the sword to
Magic Items
Dungeon Master’s Guide
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
).
Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeleton;Skeletons and 15 Zombie;Zombies. These Undead magically rise up from the ground or otherwise form in
Monsters
Forgotten Realms: Adventures in Faerûn
carried in a 60-foot Cone. Failure: 45 (7d12);{"diceNotation":"7d12", "rollType":"damage", "rollAction":"Steam Breath", "rollDamageType":"Fire"} Fire damage, and the target starts burning. Success: Half
Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Steam Breath"}. Dexterity Saving Throw: DC 19, each creature and flammable object that isn’t being worn or
Monsters
Princes of the Apocalypse
"} piercing damage.
Burning Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Burning Breath"}. The minotaur exhales a cloud of burning embers in a 15-foot cone. Each
creature in that area must succeed on a DC 14 Dexterity saving throw, taking 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Burning Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.Fire
Magic Items
Tyranny of Dragons
dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a
succeed instead.
Dragon Fire. If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Frost Salamander
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Burning Fury. When the salamander takes fire damage, its Freezing Breath automatically recharges.Multiattack. The salamander makes five attacks: four with its claws and one with its bite.
Claws
":"cold"} cold damage.
Freezing Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Freezing Breath"}. The salamander exhales chill wind in a 60-foot cone. Each creature in that
Derro Savant
Legacy
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Monsters
Out of the Abyss
, mage hand, message, prestidigitation, ray of frost
1st level (4 slots): burning hands, chromatic orb, sleep
2nd level (3 slots): invisibility, spider climb
3rd level (2 slots): lightning bolt
Sunlight Sensitivity. While in sunlight, the derro savant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Quarterstaff. Melee Weapon Attack: +1;{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Burning Fury. When the salamander takes fire damage, its Freezing Breath automatically recharges.Multiattack. The salamander makes one Bite attack and four Claw attacks.
Bite. Melee Weapon Attack
damage.
Freezing Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Freezing Breath"}. The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make
Magic Items
Fizban's Treasury of Dragons
addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.
Dragon's Wrath
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals
Sword Wraith Commander
Legacy
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Monsters
Mordenkainen’s Tome of Foes
on attack rolls until the end of its next turn, and 1d4 + 1;{"diceNotation":"1d4+1","rollType":"roll","rollAction":"Call to Honor"} sword wraith warriors appear in unoccupied spaces within 30 feet of
":"necrotic"} necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn.
Turning Defiance. The sword wraith and any other sword wraiths within 30 feet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Longbow"} to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.
Call
to Honor (1/Day). If the commander has taken damage during this combat, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1;{"diceNotation":"1d4+1","rollType":"roll
Young Gold Dragon
Legacy
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Monsters
Basic Rules (2014)
","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
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 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10);{"diceNotation":"10d10","rollType
races
Lorwyn: First Light
flames, though they possess innate magic that allows them to create burning flames in a multitude of forms.
Flamekin view self-discovery and self-expression the noblest of aspirations and believe
that self-realization is the most important thing an individual can do with their life. Flamekin call this lifelong pursuit the Path of Flame.
Flamekin dwell in either Lorwyn or Shadowmoor. Physically
Gold Dragon Wyrmling
Legacy
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Monsters
Basic Rules (2014)
","rollType":"damage","rollDamageType":"piercing"} piercing damage.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge"}. The dragon uses one of the following breath weapons
.
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 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollDamageType
Magic Items
Basic Rules (2014)
This ring is linked to the Elemental Plane of Fire.
While wearing this ring, you have advantage on attack rolls against fire elementals, and they have disadvantage on attack rolls against you. In
elemental while attuned to the ring, you gain access to the following additional properties:
You are immune to fire damage.
You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges).
Magic Items
Tyranny of Dragons
wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
Dragon Sight. You gain
saving throw, you can choose to succeed instead.
Dragon Fire (Red Dragon Mask Only). If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a
Monsters
Tales from the Yawning Portal
spell attacks). She knows the following sorcerer spells:
Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp
1st level (4 slots): burning hands, chromatic orb, mage armor
Sunlight Sensitivity. While in sunlight, Yusdrayl has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. Yusdrayl has advantage on an attack roll
Monsters
Bigby Presents: Glory of the Giants
Alert. The giant can’t be surprise;surprised, and it has advantage on initiative rolls.
Amphibious. The giant can breathe air and water.
Legendary Resistance (3/Day). If the giant fails a
inscribed on a crystal ball. While the object bearing the rune is embedded in its body, the giant can use its Tempest Call action and its Scrying trait.
The object bearing the storm rune has AC 17; 50 hit
Abominable Yeti
Legacy
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Monsters
Monster Manual (2014)
Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Keen Smell. The yeti has advantage on Wisdom (Perception) checks
Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Cold Breath"}. The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution
Duergar Warlord
Legacy
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Monsters
Mordenkainen’s Tome of Foes
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if
damage while enlarged.
Call to Attack. Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.
Enlarge (Recharges after a Short
Monsters
Tales from the Yawning Portal
Sensitivity. While in sunlight, Kaarghaz has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. Kaarghaz is a 4th-level spellcaster. His spellcasting
): fire bolt, mage hand, poison spray, prestidigitation, ray of frost
1st level (6 slots): burning hands, shield, sleep
2nd level (3 slots): invisibility, scorching rayMultiattack. Kaarghaz makes three
Spells
Xanathar's Guide to Everything
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great
of 120 feet.
You make Strength-based attack rolls with advantage.
Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree. Your skin appears barky, leaves sprout from your
Moloch
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire
1/day each: flame
throw or be pulled up to 30 feet in a straight line toward Moloch.
Breath of Despair (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath of Despair"}. Moloch exhales in a
Young Red Shadow Dragon
Legacy
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Monsters
Monster Manual (2014)
the Hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The
);{"diceNotation":"2d6+6","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Shadow Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction






