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Monsters
Monster Manual
every 24 hours and doesn’t return to normal after finishing a Long Rest. If the curse reduces the target’s Hit Point maximum to 0, the curse ends, and instead of dying, the target
instantly transforms into a Red Slaad or, if it can cast spells of level 3 or higher, a Green Slaad. Only a Wish spell can reverse this transformation.Acid, Cold, Fire, Lightning, Thunder
Magic Items
Dungeon Master’s Guide
cast the spell. As you cast the spell, you call on the spirits of the dead to help guide the planchette across the board’s surface, answering your questions by pointing to the letters or words on the board.
Spell
Charge Cost
Augury
1
Commune
3
and regains 1 expended charge daily at dawn. While touching the planchette, you can take 1 minute to cast one of the spells on the table below. The table indicates how many charges you must expend to
Magic Items
Dungeon Master’s Guide
.
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell
discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff
Magic Items
Dungeon Master’s Guide
particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars
return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied space.
Magic Items
Dungeon Master’s Guide
A Hag Eye has 3 charges. While wearing or holding this item, you can expend 1 charge to cast Darkvision (targeting yourself only) or See Invisibility. The Hag Eye regains all expended charges daily
simultaneously.
Creating a Hag Eye. Only a hag coven can craft this item, which is made from a real eye coated in varnish and often fitted to a pendant or another wearable item. A hag coven can have only
Spells
Player’s Handbook
are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can’t see anything there more than 60 feet away. You can
Ethereal Plane.
You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see
Spells
Player’s Handbook
duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions.
If you are within range of the illusion, you can
through the image, and its other sensory qualities become faint to the creature.
Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify,Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
Spells
Player’s Handbook
unless a feature gives them the ability to do so.
When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied
space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.
This spell ends instantly if you cast it while you are on the Ethereal Plane
Magic Items
Dungeon Master’s Guide
creature’s Hit Point maximum.
Haste. Blackrazor can cast Haste on you, after which it can’t cast this spell again until the next dawn. Blackrazor decides when to cast the spell, which takes
energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm
Magic Items
Dungeon Master’s Guide
(see the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The orb has 7 charges and regains 1d4 + 3 expended
charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell.
Spell
Charge
Magic Items
Dungeon Master’s Guide
;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
Spells
Player’s Handbook
contiguous, or twenty-five 10-foot squares that are contiguous.
When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that
itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts
Magic Items
Dungeon Master’s Guide
. The DM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to
Guide), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears.
Sage. At any time you choose within one year of
Magic Items
Dungeon Master’s Guide
weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must
of a raven can become a Raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine grants you the ability to cast Animal Messenger on it.
Monsters
Icewind Dale: Rime of the Frostmaiden
himself. This simulacrum dwells in the sunken Netherese spire, waiting for its creator to return.
The simulacrum, which looks and acts like Dzaan, has half of Dzaan's hit points and can't regain
its remaining spell slots sparingly.
The sunken Netherese tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter
Monsters
Icewind Dale: Rime of the Frostmaiden
, Dzaan had used a spell scroll of simulacrum to create a copy of himself. This Dzaan's Simulacrum;simulacrum dwells in the sunken Netherese spire, waiting for its creator to return.
The sunken Netherese
tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter. If this change occurs, the simulacrum
Monsters
Acquisitions Incorporated
strange creature that had seized his sister, then created a false Auspicia in her stead. Having long attempted to simply make her peace with the loss, she was overwhelmed by the real Auspicia's dramatic
and unexpected return to the world. Through all that time and currently, Prophetess has maintained a challenging relationship with her faith.
Though retired from active service to her deity, Prophetess
Monsters
Ghosts of Saltmarsh
understand them in return.
Innate Spellcasting. Kysh's spellcasting ability is Charisma (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit
with spell attacks). He can cast the following spell, requiring only verbal components:
1/day: fog cloudMultiattack. Kysh makes two melee attacks with his spear.
Spear. Melee or Ranged Weapon Attack: +4
Monsters
Tomb of Annihilation
additional 20 feet, or make the gem go dark.
Turn the dagger into a compass that, while resting on Artus’s palm, points north.
Cast dimension door from the dagger. Once this property is used
, it can’t be used again until the next dawn.
Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but the spell targets only spiders that are beasts. Once
Monsters
Spelljammer: Adventures in Space
’s Guide.
Charm of Air Bubbles
This charm allows you to cast the air bubble spell (see the Astral Adventurer’s Guide) as an action. Once used three times, this charm goes away.
Charm of
within 5 feet of itself. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
Natural Shelter. The chwinga
Monsters
Eberron: Rising from the Last War
Dual Mind. The Inspired has advantage on Wisdom saving throws.
Innate Spellcasting (Psionics). The Inspired’s spellcasting ability is Intelligence (spell save DC 13). It can innately cast the
distant Sarlona are known as the Inspired. These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of
Monsters
Eberron: Rising from the Last War
Dual Mind. The Inspired has advantage on Wisdom saving throws.
Suggestion (3/Day). The Inspired can cast the suggestion spell (spell save DC 13), requiring no material components.
Innate Spellcasting
(Psionics). The Inspired's spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: mage hand, vicious mockery
Monsters
Eberron: Rising from the Last War
Dual Mind. The Inspired has advantage on Wisdom saving throws.
Fear (1/Day). The Inspired can cast the fear spell (spell save DC 13), requiring no material components.
Innate Spellcasting (Psionics
). The Inspired's spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: mage hand, vicious mockery (see “Actions
Monsters
Guildmasters’ Guide to Ravnica
Intelligence (spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It requires no material components to cast its spells. The
magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared
Monsters
Eberron: Rising from the Last War
Dual Mind. The Inspired has advantage on Wisdom saving throws.
All Around Vision. The Inspired can’t be surprised.
Arcane Eye (3/Day). The Inspired can cast the arcane eye spell, requiring no
material components.
Innate Spellcasting (Psionics). The Inspired’s spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material
Monsters
Out of the Abyss
can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, Viln has disadvantage on
the Dungeon Master’s Guide). The poison on a dagger’s blade is good for one hit only, whether the poison takes effect or not.Multiattack. Viln makes three melee attacks: two with her
Monsters
Storm King's Thunder
, requiring no material spell components and using Charisma as the spellcasting ability (spell save DC 17):
At will: detect magic, levitate, light
1/day each: control weather (cast as 1 action), water
be on the front lines in this great conflict!
Ideal: “Giants are made for war—storm giants most of all!”
Bond: “Ostoria is gone, yet I long for the return of a mighty giant
Magic Items
Waterdeep: Dungeon of the Mad Mage
madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide).
As an action, a creature attuned to the Black Crystal Tablet can use it to cast eyebite or gate (the portal created by
this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn.
Monsters
Mythic Odysseys of Theros
). It can innately cast the following spells, requiring no material components:
3/day each: cure wounds, charm person, sleep
1/day each: calm emotions, lesser restoration, plant growth
Magic
than other nymphs. Farmers are grateful for the presence of alseids on their lands and often leave them offerings of mead, honey, flowers, and dates in return for protecting their flocks and making
Monsters
Storm King's Thunder
, requiring no material spell components and using Charisma as the spellcasting ability (spell save DC 17):
At will: detect magic, levitate, light
1/day each: control weather (cast as 1 action), water
king. To her, a worthy leader values the truth, no matter how painful it is.
Ideal: “I want this conflict over with so that I can return to the quiet stillness of the ocean depths.”
Bond
Magic Items
Mythic Odysseys of Theros
When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are incapacitated or die.
You’re under the following effects while in
Strength, Dexterity, and Constitution saving throws.
Limitations. You can’t talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you’re wearing, such as armor.
Monsters
Tomb of Annihilation
Special Equipment. Ras Nsi wears bracers of defense, wields a flame tongue longsword, and carries a sending stone matched to one carried by the guide Salida (see chapter 1).
Shapechanger. Ras Nsi
form if he dies.
Innate Spellcasting. Ras Nsi's innate spellcasting ability is Charisma (spell save DC 16). He can innately cast the following spells, requiring no material components:
At will
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Control Weather (8th-level Spell). The giant can cast the control weather spell, requiring no material components and using Charisma as the spellcasting ability.Multiattack. The giant makes two Slam
feel like a Beast or a Humanoid it has seen or to return to its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, don’t
Backgrounds
Baldur’s Gate: Descent into Avernus
superseding event. Suddenly directionless and unable to return to your homeland, you have lingered, adrift, in this wretched city.
Feature: Discovery
The quiet seclusion of your extended
past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.
Work with your DM to