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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.
Any creature other than you that sees its
                                                
                                            
                                                
                                                     the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.
While within 5 feet of the mirror, you can take a Magic action to name one creature trapped in it
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate
                                                
                                            
                                                
                                                    , Neutral Evil
AC 20 Initiative +3 (13)
HP Half the HP maximum of its summoner
Speed 60 ft., Fly 60 ft. (hover)
 
 
Mod
Save
STR
16
+3
+3
DEX
16
+3
+3
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Spider Climb. The aartuk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Multiattack. The aartuk makes two Branch attacks, two
                                                
                                            
                                                
                                                     Radiant Pellet attacks, or one of each.
Branch. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Branch"} to hit, reach 10 ft., one target. Hit: 8 (2d6
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Spider Climb. The aartuk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Multiattack. The aartuk makes two Branch attacks, two
                                                
                                            
                                                
                                                     Radiant Pellet attacks, or one of each.
Branch. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Branch"} to hit, reach 10 ft., one target. Hit: 8
                                                
                                            
                                        
                                                     Monsters
                                                    Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Incorporeal Movement. The haint can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction
                                                
                                            
                                                
                                                    ":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Unusual Nature. The haint doesn’t require air, food, drink, or sleep.Multiattack. The
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at
                                                
                                            
                                                
                                                     half its burrowing speed and can leave a 5-foot-diameter tunnel in its wake.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     body is dotted with small eyes that can emit bright beams of light, which the creature uses to disorient predators before making its escape. Kindori communicate with one another over long distances
                                                
                                            
                                                
                                                     have many natural enemies, including lunar dragons, solar dragons, and various peoples that inhabit Wildspace.Flashing Eyes (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     retractable pseudopods that are used to manipulate small objects.
The head of an aartuk surmounts a 6-foot-tall stalk that can be extruded from the center of the star. The head contains the aartuk’s
                                                
                                            
                                                
                                                     written form.Tongue (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Tongue"}. The aartuk tries to use its gooey tongue to snare one Large or smaller creature it can see
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     check.Multiattack. The egg hunter makes two Barbed Proboscis attacks, and it can use Torpor Spores if it's available.
Barbed Proboscis. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit
                                                
                                            
                                                
                                                    ","rollAction":"Barbed Proboscis"} to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5);{"diceNotation":"1d6+5","rollType":"damage","rollAction":"Barbed Proboscis","rollDamageType":"piercing
                                                
                                            
                                        
                                                     Magic Items
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     hours.
D8
CALAMITY
1
Androphagia. Each creature within 60 feet of the vessel must succeed on a DC 17 Wisdom saving throw or go berserk for 1 minute. The berserk creature must
                                                
                                            
                                                
                                                     begin its turn using the Attack action to make one melee or ranged attack (its choice) against the creature nearest to it. The berserk creature can repeat the save at the end of its turn, ending the
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    This twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and
                                                
                                            
                                                
                                                     click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while
                                                
                                            
                                                
                                                     you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you.
While you are
                                                
                                            
                                        
                                                    Perfume of Bewitching
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma
                                                
                                            
                                                
                                                     checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume’s effect are not aware that they’ve been influenced by magic.
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be
                                                
                                            
                                                
                                                     frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Enervation Ray. The targeted creature must make a DC 14
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     contains ample space for food, as well as one or more hidden chambers where the dragon keeps its treasure. Depending on the composition and features of the moon, the lair might contain natural springs
                                                
                                            
                                                
                                                     ancient or adult lunar dragon’s lair is warped by the dragon’s magic, which produces one or more of the following effects:
Black Frost. A thin layer of black frost covers the ground
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     dragon makes its lair contains ample space for food, as well as one or more hidden chambers where the dragon keeps its treasure. Depending on the composition and features of the moon, the lair might
                                                
                                            
                                                
                                                     containing an ancient or adult lunar dragon’s lair is warped by the dragon’s magic, which produces one or more of the following effects:
Black Frost. A thin layer of black frost
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     ball of light that contains its soul. The brigganock can’t turn off the light or control its brightness. The soul light sheds bright light in a 10-foot radius and dim light for an additional 10
                                                
                                            
                                                
                                                     wish stones, discarding the ones that contain wishes of ill intent and keeping those that hold good wishes. Brigganocks refine wish stones into gems and use them to decorate their architecture
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ", "rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, the target is also paralyzed. The target can repeat
                                                
                                            
                                                
                                                     poison becomes easy pickings for any nearby members of the war band.
Each shoosuva is bonded to a particular worshiper of Yeenoghu and fights alongside its master. A gnoll that has been gifted with a
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Unusual Nature. The eel doesn’t require air.Multiattack. If it isn’t attached to a creature, the eel makes one Bite attack and one Tail Spine attack.
Bite. Melee Weapon Attack: +3
                                                
                                            
                                                
                                                    . Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Space eels avoid confrontations with
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Mimicry. Each campestri in the swarm can mimic any voice or song it has heard, albeit in a nasal falsetto.
Swarm. The swarm can occupy another creature’s space and vice versa, and the
                                                
                                            
                                                
                                                     in the area must make a DC 10 Wisdom saving throw. On a failed save, the creature is incapacitated and its speed is halved, both for 1 minute. A creature can repeat the saving throw at the end of each
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end
                                                
                                            
                                                
                                                     commands, the lion is pleased and allows them to remain in its presence. Characters who fail to show it deference are instructed to leave the tower at once, and the lion attacks those who refuse.
 
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     of her must succeed on a DC 17 Wisdom saving throw or be blinded by Auril’s magical gleam for 1 minute. The blinded creature can repeat the saving throw at the end of each of its turns, ending
                                                
                                            
                                                
                                                    ;Divine Rank” sidebar in the Dungeon Master’s Guide.) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Ink Blade. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Ink Blade"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d8 + 3
                                                
                                            
                                                
                                                     any hit the pledgemage scores against the creature is a critical hit. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ", "rollAction":"Corrupt Water", "rollDamageType":"poison"} poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the
                                                
                                            
                                                
                                                     pollutes the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a measure of the demon’s essence
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     at the kobolds’ expense.
Familiar. Vellynne’s familiar is a snowy owl, which the wizard uses as a scout. It uses the owl stat block in the Monster Manual but is a celestial instead
                                                
                                            
                                                
                                                    ’s blood on the title page. The tome contains the spells Vellynne has prepared plus the following additional spells: bestow curse, blindness/deafness, false life, find familiar, magic weapon, polymorph, protection from evil and good, remove curse, shield, and Tenser's floating disk.
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    ; 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the target’s saving throw is successful or
                                                
                                            
                                                
                                                     Zelennor, watches over the wizard’s frozen remains. It uses the weasel stat block in the Monster Manual but is a fey instead of a beast. If Zelennor is reduced to 0 hit points, Nass’s
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     damage and be frightened of Iggwilv for 1 minute. A target can repeat the save at the end of each of its turns, ending the effect on itself on a success and thereby becoming immune to Iggwilv’s Dark
                                                
                                            
                                                
                                                     fey spirit. While possessed, the target must obey Iggwilv’s commands. The target can repeat the saving throw at the end of each of its turns, banishing the fey spirit and ending the effect on
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the
                                                
                                            
                                                
                                                    , whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.
 Fire
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
                                                
                                            
                                                
                                                     Humanoid or Beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung’s next turn.
 A grung elite
                                                
                                            
                                        
                                                    Orcus
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     woven hair. The city contains wandering undead, many of which are engaged in continuous battles with one another.
Lair Actions
On initiative count 20 (losing initiative ties), Orcus can take a lair
                                                
                                            
                                                
                                                     for more on madness.
Madness of Orcus
d100;{"diceNotation":"1d100","rollType":"roll","rollAction":"Madness of Orcus"}
Flaw (lasts until cured)
01–20
“I often become
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: banishment, find
                                                
                                            
                                                
                                                     familiar, gate, magic circle, planar binding, and summon elemental (appears in this book). It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     creature can repeat the saving throw at the end of each of its turns, freeing itself on a success. The creature is also freed if the crystal is destroyed, which is a Tiny object with AC 18, 9 hit points
                                                
                                            
                                                
                                                     neutral evil lesser god of cold indifference who embodies winter’s cruelty. (For information on what defines a lesser god, see the “Divine Rank” sidebar in the Dungeon Master&rsquo
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Eye Thief. Belashyrra can see through the eyes of all creatures within 120 feet of
                                                
                                            
                                                
                                                     for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Blinding Ray. The target and each creature within 10 feet of it
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    "} slashing damage.
 In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life
                                                
                                            
                                                
                                                     minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     15 ft., one target. Hit: 33 (6d8 + 6);{"diceNotation":"6d8+6","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must
                                                
                                            
                                                
                                                     3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw
                                                
                                            
                                        





